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Unreal for Mobile and Standalone VR

Unreal for Mobile and Standalone VR


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About the Book

Foreword and a bit of Unreal and VR history.Chapter summary: A quick summary on how VR and the Unreal engine evolved over time and why VR is a key technology for the future.
Chapter 1. The VR ecosystem and What to Expect in the Years to ComeChapter summary: A look at the VR ecosystem, the technologies, manufacturers and platforms and their market shares. What the emerging trends in VR are. What social VR, WebVR, haptic feedbackand new display technologies mean for development. How to see VR and AR as complimentarytechnologies under the umbrella of XR.- Standalone and Mobile VR vs. tethered VR- Use cases for businesses and entertainment- XR: The benefits of VR vs AR
Chapter 2. VR Production Tools, Workflow and PipelineChapter summary: An introduction to established workflow for creating VR assets. A quick look at Blender 3D, Substance painter and other asset creation tools. A quick look at VR video from 360 to VR180 and how it ties in with real-time graphics. A quick overview why Unreal is such a fantastic tool for VR production, looking at the key features. The importance of audio, especially spatial audio for VR. An introduction on photogrammetry techniques for VR, such as baking high polygon scanned object down to low poly VR assets. What volumetric video means for the future of VR video production and an overview over VR UX topics such as locomotion, UI, and best practices in general.- 3D modeling, texturing and animation options for producing VR content- Why is the Unreal engine so great?- How to combine VR video (360 or VR 180) with real-time graphics- Emerging techniques: Photogrammetry and volumetric video- Terminology, UX and best practices for VR.
Chapter 3. Before you startChapter summary: How to plan a production. Using game development standards such as GDD as a foundation. The benefits of using great concept art. How to classify assets and optimize production time.- Game Design Document (GDD) and production planing- The concept stage- Asset production
Chapter 4. Unreal for VR: Basic Ingredients for an Oculus Go Project Set-UpChapter summary: An introduction over the core concepts in Unreal for VR independent of any target platform. Activating the target platforms VR support, using Game modes and blueprints to load levels. Smooth locomotion vs teleportation. Basic controller mapping and standard controller functions. Established UI concepts, notes on text in VR and deployment to target platforms.- Basic project setup- Blueprint interactions- Locomotion concepts- Controller concepts- UI challenges- Testing and optimization setup
Chapter 5. Comparing the Gear GV, Oculus Go and Oculus GuestChapter summary: The Oculus Go and the Gear VR run apps that binary compatible, but there areimportant differences. An overview over hardware market-share and performance limitations on olderSamsung phones for the Gear VR. Setting up your device for VR development. Overheatingconsiderations in game design and example use cases. Side-loading: How to bypass the Oculus store ifyou are developing B2B apps for events. Tip & tricks to maximize performance and visual quality.- Hardware overview and setup- Oculus store requirements and what they mean- Analyzing the market and dissecting success stories- Side-loading for VR B2B apps- Tips and tricks
Chapter 6. Creating an Interactive VR PresentationChapter summary: The first tutorial project is visualization presentati
About the Author: Cornel Hillmann is a CG artist, virtual reality developer and entrepreneur. Cornel began his career as an art director in Los Angeles after receiving a diploma in computer graphics from Platt College, Alhambra, California. He then launched the companies CNT Media GmbH in Hamburg, Germany, and Emerging Entertainment Pte. Ltd. in Singapore. Cornel also produced the DVD lineup of cgartist.com, which originally started as an artist boot camp and is now his home base for VR- and CG-related projects. Over the last years Cornel has lectured on the subjects of character animation, design and virtual reality and often contributes to interactive media-related events as a panel member or speaker. Cornel is currently leveraging his skills and experience in CG and media design to develop VR projects.


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Product Details
  • ISBN-13: 9781484243596
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 324
  • Spine Width: 19 mm
  • Weight: 544 gr
  • ISBN-10: 1484243595
  • Publisher Date: 13 Apr 2019
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Create Professional VR Apps Without Coding
  • Width: 156 mm


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